Melty Blood/MBAACC/Sion TATARI/Half Moon: Difference between revisions

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*5A6AA > 6C, 6[C], run > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > AT
*5A6AA > 6C, 6[C], run > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > AT
:Staple H-Vsion combo
:Character specific midscreen combo. No need to use the above combo if you fight the following:
:Archetype: Earth, Arcueid, Ciel, Kouma, Nero, Riesbyfe, Roa, Sion, Sion TATARI, Warachia


==Corner Combos==
==Corner Combos==

Revision as of 21:21, 20 April 2019

Combos

Note that all aerial enders can either be finished with the normal Air Throw or j.236C. Air Throw enders can also be followed up with j.2B. For the rest of this combo guide we'll simply use AT as the notation.

Don't bother with j.236B enders unless you desperately need that extremely tiny bit of meter or want the tech chase. Does less damage than AT enders and doesn't give a reliable knockdown, allows for airtech situations.

Be sure to check this article about H-VSion: https://drunkardshade.com/2015/09/16/melty-bits-h-v-sion/

'Normal Combos

  • 5A6AA > 6C, 6[C], run > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > AT
Character specific midscreen combo. No need to use the above combo if you fight the following:
Archetype: Earth, Arcueid, Ciel, Kouma, Nero, Riesbyfe, Roa, Sion, Sion TATARI, Warachia

Corner Combos

  • 5A6AA > 6C, 6[C], j.2[B] > land > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > AT
Staple H-Vsion corner combo. Replaces the dash with a j.2[B]
Damage variant.
j.2[B] can start about halfway before the apex of VSion's jump. But try to do the j.2[B] near the apex, so that when you land after the divekick, the opponent will be close enough for your 2C to hit and they won't airtech out.
  • 5A6AA > 6C, 6[C], j.2[B] > land > 2C > j.2B > land > 2C > Summon
Okizeme variant of the above

Strategy

Do what you need to do to extrapolate on the character. Here are example categories below.

Half

Spacing

Pressure

Move Descriptions

Normal Moves

2A

The moves in number and strength order. Explain no how the moves works, what it's best suited for and where it lacks.

5A

-

2B

-

5B

-

2C

-

5C

-

6C

-

#C

-

#C

-

JA

-

JB

-

JC

-

J6C

-

Special Moves

Name 「JP name」 - 22ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「」 - 236ABC
  • (Description) -
「」 - 28ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - 214ABC
  • (Description) - ...
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -


Arc Drive

「」
  • (Description) - AD description


Another Arc Drive

「」
  • (Description) - AAD description

Last Arc

「」
  • (Description) - LA description. Mention where it is activated (air or ground shield) first.

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